* Include all missions states
a Include active player missions
o Include open missions
r Include already debriefed (recorded) missions
u Include unavailable missions
S Only missions owned by source
+/-{attrib} Require/exclude missions with given attribute
+/-ownerID:{id} Require/exclude missions with given owner
+/-unid:{unid} Require/exclude missions of given unid

'acceptedOn Tick on which player accepted mission (or Nil)
'canBeDeleted Mission can be deleted by player
'debrieferID ID of the object that will debrief the player
'id Mission object ID
'isActive Is an active player mission
'isCompleted Is a completed mission (player or non-player)
'isDebriefed Player has been debriefed
'isDeclined Player has declined mission
'isFailure Mission has failed
'isIntroShown Player has been shown intro text
'isOpen Mission is available to player
'isSuccess Mission has succeeded
'isUnavailable Mission is unavailable to player
'name The name of the mission
'nodeID ID of the mission's owner system
'ownerID ID of the mission's owner object
'summary A summary description of the mission
'unid Mission type UNID

'arc
Creates an arc along an orbit. Options must include the
following fields:

'orbit: This is the orbit to use. The arc will be
centered on the current orbit position (e.g., the
planet location).
'length: The length of the arc (in degrees).
'width: The width at the center of the arc (in light-
seconds).

'orbital
Creates a random environment along the orbit. Options
must include the following fields:

'orbit: This is the orbit to use.
'width: The average width of the ring, in light-
seconds.

'square
Creates a square patch. Options must include the
following fields:

'center: The center position of the patch.
'height: The height of the patch (in light-seconds).
'width: The width of the patch (in light-seconds).

Added two properties: 'capacitor and 'temperature. They can be get/set with objGetItemProperty/objSetItemProperty.
API 30 adds two new properties to manage fuel:

(objGetProperty shipObj 'fuelLeft) -> Fuel left (in standard fuel rod units)
(objGetProperty shipObj 'maxFuel) -> Fuel capacity (in standard fuel rod units)
(objGetProperty shipObj 'powerUse) -> returns the number of kilowatts of power currently being consumed. This only works for player ships (all other ships return 0). The value is returned in a double (floating-point) so we can handle future, large reactors.

(itmGetProperty item|type property) -> value

property

'ammoType
'averageDamage: Average damage, in HP, for a single shot of the weapon (including all fragments, and adjusted for enhancements).
'blindingImmune
'canBeDisabled
'category: returns the category of the item (such as 'armor, 'device, 'cargoHold)
'charges
'components: returns a list of item structures representing the components for the given item.
There is a new special attribute for items: +hasComponents:true. This special attribute can be used in item criteria to filter items that have components.
'completeHP
'currency: Returns the default currency for the item. This is the same as (itmGetDefaultCurrency item), which is now deprecated.
'damage: For weapons, the average damage per 180 ticks (adjusted for enhancements).
'damageWMD returns the WMD value in the damage definition (from 0 to 7)
'damageWMD180: this property returns the average amount of WMD damage per 180 ticks. Note that this takes into account the fact we always do at least 1 point of WMD damage per hit.
'damaged
'damageDeviceDisrupt returns the amount of disrupt damage of the weapon.
'damageEMP
'damageBlinding
'damagePerProjectile
'damageType returns the damagetype (number between 0-15)
'description
'deviceDamageImmune
'deviceDisruptImmune
'deviceSlots
'disintegrationImmune
'disrupted
'EMPImmune
'fireDelay: For weapons, this is the number of ticks elapsed between shots, adjusted for enhancements.
'fuelCapacity: For reactors, returns the fuel capacity (1 = 1 helium fuel rod); includes enhancements.
'fuelCriteria: For reactors, this is a item criteria describing the set of compatible fuel items.
'fuelEfficiency: For reactors, this is the power produced per fuel unit (including enhancements).
'fuelEfficiencyBonus: For reactors, this describes fuel efficiency as a percent change from the standard, which is 15. Includes enhancements.
'hp
'hpBonus: For shields and armor, we return the percent bonus to HP for each damage type (returned in a struct). Note that this is the bonus relative to standard armors of this level; it includes any enhancements.
'installed
'lifetime (for weapons)
'maxDamage: Maximum damage, in HP, for a single shot of the weapon (including all fragments, and adjusted for enhancements).
'maxHP: For shields, this is the maximum number of HP, taking enhancements into account.
'maxSpeed: For drive devices, returns the maximum speed (0-100). This takes enhancements into account.
'minDamage: Minimum damage, in HP, for a single shot of the weapon (including all fragments, and adjusted for enhancements).
'omnidirectional
'power: Now takes enhancements into account for all devices.
'radiationImmune
'range (for weapons)
'repairCost
'repairLevel
'shatterImmune
'speed (for weapons)
'sound (for weapons, returns the UNID of the sound effect)
'thrust: For drive devices, returns the additional thrust (including enhancements).
'tracking: returns True if the missile is tracking.

objGetOverlays now accepts a criteria as a second parameter (optionally).
Added scrGetScreen function to return current dock screen.
Added scrAddMinorAction to add a minor action to a dock pane.
Added join function to easily concatenate a list of strings.